Various comment changes

This commit is contained in:
ALLEN-PC\acj30 2023-11-24 10:45:25 -06:00
parent 424fcf0792
commit 5fe4621eb6
6 changed files with 6 additions and 23 deletions

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@ -431,7 +431,6 @@ const Vector& CScriptMaterialProxy::GetVarVector( int i )
if (m_MaterialVars[i]->GetType() != MATERIAL_VAR_TYPE_VECTOR) if (m_MaterialVars[i]->GetType() != MATERIAL_VAR_TYPE_VECTOR)
return vec3_origin; return vec3_origin;
// This is really bad. Too bad!
return *(reinterpret_cast<const Vector*>(m_MaterialVars[i]->GetVecValue())); return *(reinterpret_cast<const Vector*>(m_MaterialVars[i]->GetVecValue()));
} }

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@ -13200,17 +13200,14 @@ void CAI_BaseNPC::InputSetEnemyFilter( inputdata_t &inputdata )
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void CAI_BaseNPC::InputSetHealthFraction( inputdata_t &inputdata ) void CAI_BaseNPC::InputSetHealthFraction( inputdata_t &inputdata )
{ {
// npc_helicopter uses SetHealth() instead of the regular NPC practice of TakeHealth() and TakeDamage(). // npc_helicopter uses an identically named input and scales down whole numbers instead of using fractions directly.
// It also also uses 50, 75, etc. and scales it by 0.01 for some reason. // This function is overridden by npc_helicopter for other reasons, but support for its differing behavior is also available through this input.
// We're using the same model as InputSetHealth() and just letting npc_helicopter override it. No big deal.
// We're also adding support for its "whole number * 0.01" thing too.
float flFactor = inputdata.value.Float(); float flFactor = inputdata.value.Float();
if ( flFactor > 1.0f ) if ( flFactor > 1.0f )
{ {
flFactor *= 0.01f; flFactor *= 0.01f;
} }
// Excuse the complication...
float flNewHealth = (GetMaxHealth() * flFactor); float flNewHealth = (GetMaxHealth() * flFactor);
int iNewHealth = (int)flNewHealth; int iNewHealth = (int)flNewHealth;
if (flNewHealth < (GetMaxHealth() / 2)) if (flNewHealth < (GetMaxHealth() / 2))

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@ -3487,7 +3487,7 @@ void CBaseCombatCharacter::AddRelationship( const char *pszRelationship, CBaseEn
} }
else else
{ {
#ifdef MAPBASE // I know the extra #ifdef is pointless, but it's there so you know this is new // NEW: Classify class relationships
if (!Q_strnicmp(entityString, "CLASS_", 5)) if (!Q_strnicmp(entityString, "CLASS_", 5))
{ {
// Go through all of the classes and find which one this is // Go through all of the classes and find which one this is
@ -3508,8 +3508,7 @@ void CBaseCombatCharacter::AddRelationship( const char *pszRelationship, CBaseEn
} }
if (!bFoundEntity) if (!bFoundEntity)
#endif DevWarning( "Couldn't set relationship to unknown entity or class (%s)!\n", entityString );
DevWarning( "Couldn't set relationship to unknown entity or class (%s)!\n", entityString );
} }
} }
} }

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@ -7021,7 +7021,7 @@ bool CBasePlayer::BumpWeapon( CBaseCombatWeapon *pWeapon )
{ {
//Weapon_EquipAmmoOnly( pWeapon ); //Weapon_EquipAmmoOnly( pWeapon );
// I'm too lazy to make my own version of Weapon_EquipAmmoOnly that doesn't check if we already have the weapon first // Weapon_EquipAmmoOnly checks the array again, which isn't necessary here
int primaryGiven = (pWeapon->UsesClipsForAmmo1()) ? pWeapon->m_iClip1 : pWeapon->GetPrimaryAmmoCount(); int primaryGiven = (pWeapon->UsesClipsForAmmo1()) ? pWeapon->m_iClip1 : pWeapon->GetPrimaryAmmoCount();
int secondaryGiven = (pWeapon->UsesClipsForAmmo2()) ? pWeapon->m_iClip2 : pWeapon->GetSecondaryAmmoCount(); int secondaryGiven = (pWeapon->UsesClipsForAmmo2()) ? pWeapon->m_iClip2 : pWeapon->GetSecondaryAmmoCount();

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@ -6308,14 +6308,12 @@ void CPropDoorRotating::Break( CBaseEntity *pBreaker, const CTakeDamageInfo &inf
} }
#endif #endif
#ifdef MAPBASE
void CPropDoorRotating::InputSetSpeed(inputdata_t &inputdata) void CPropDoorRotating::InputSetSpeed(inputdata_t &inputdata)
{ {
AssertMsg1(inputdata.value.Float() > 0.0f, "InputSetSpeed on %s called with negative parameter!", GetDebugName() ); AssertMsg1(inputdata.value.Float() > 0.0f, "InputSetSpeed on %s called with negative parameter!", GetDebugName() );
m_flSpeed = inputdata.value.Float(); m_flSpeed = inputdata.value.Float();
DoorResume(); DoorResume();
} }
#endif
// Debug sphere // Debug sphere
class CPhysSphere : public CPhysicsProp class CPhysSphere : public CPhysicsProp
@ -6362,15 +6360,6 @@ BEGIN_DATADESC( CPhysSphere )
END_DATADESC() END_DATADESC()
#endif #endif
#ifndef MAPBASE // Yes, all I'm doing is moving this up a few lines and I'm still using the preprocessor.
void CPropDoorRotating::InputSetSpeed(inputdata_t &inputdata)
{
AssertMsg1(inputdata.value.Float() > 0.0f, "InputSetSpeed on %s called with negative parameter!", GetDebugName() );
m_flSpeed = inputdata.value.Float();
DoorResume();
}
#endif
LINK_ENTITY_TO_CLASS( prop_sphere, CPhysSphere ); LINK_ENTITY_TO_CLASS( prop_sphere, CPhysSphere );

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@ -191,8 +191,7 @@ extern CGlobalVars *gpGlobals;
inline bool FStrEq(const char *sz1, const char *sz2) inline bool FStrEq(const char *sz1, const char *sz2)
{ {
#ifdef MAPBASE #ifdef MAPBASE
// V_stricmp() already checks if the pointers are equal, so having a pointer comparison here is pointless. // V_stricmp() already checks if the pointers are equal, so having a pointer comparison here is unnecessary.
// I'm not sure if this was already automatically phased out by the compiler, but if it wasn't, then this is a very good change.
return ( V_stricmp(sz1, sz2) == 0 ); return ( V_stricmp(sz1, sz2) == 0 );
#else #else
return ( sz1 == sz2 || V_stricmp(sz1, sz2) == 0 ); return ( sz1 == sz2 || V_stricmp(sz1, sz2) == 0 );